Creature abilities: Stronghold

Stronghold - Orcs Views: 16 Last Edited
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Large Creature Abilities
Large Creature

This creature is bigger than others and occupies four squares on the field.

Shooter Abilities
Shooter

This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.

Enrage Abilities
Enrage

This creature's Offence property increases during combat when any friendly unit dies (except resurrected creatures or creatures summoned to battlefield by magic).

Flyer Abilities

This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.

No Melee Penalty Abilities
No Melee Penalty

Shooter has no penalty for damage inflicted during melee attack.

Raging Blood Abilities
Raging Blood

This creature has demon blood, which makes it subject to the "Blood Rage" effect.  This effect temporarily improves its battle statistics, making it more aggressive and helping it absorb damage.

Cowardice Abilities
Cowardice

Suffering damage from a melee attack, this creature tries to run off to the nearest unoccupied location within its movement range.

Swallow Goblin Abilities
Swallow Goblin

This creature can restore its health by eating a Goblin from a stack in its neighborhood (activated ability).

Cleave Abilities
Cleave

If this creature’s attack kills at least one creature in the target stack, it performs an additional strike.

Goblin Thrower Abilities
Goblin Thrower

This creature can use friendly Goblins from the neighboring stacks as missiles to throw them at the enemy (activated ability).

Maneuver Abilities
Maneuver

Suffering melee damage, this creature tries to run off from the attacker to the nearest unblocked location within its movement range, shooting and dealing half its normal damage from there.

Range Penalty Abilities
Range Penalty

Shooter always inflicts only half the normal damage to the target but doesn't incur any penalty on melee attack.

Regeneration Abilities
Regeneration

Creature restores its health by 30 - 50 HPs each turn.

Sacrifice Goblin Abilities
Sacrifice Goblin

This creature can sacrifice neighboring Goblins to gain mana and increase its Attack, Defense and Morale by 1 point until the end of combat for every oblation (the total bonus is limited to 5 points). The amount of gained mana is equal to twice the hit points of the sacrificed goblin. Activated ability.

Bravery Abilities
Bravery

Creature always has positive morale (no less than +1).

Assault Abilities
Assault

This creature has a chance to deliver another blow after the first one.

Crushing Blow Abilities
Crushing Blow

This creature always attacks a 4-tiles area and has a chance to zero the target's Initiative by its blow. It can also demolish walls and towers while besieging towns.

Defile Magic Abilities
Defile Magic

The Witch Doctors have a certain chance of defiling the spells cast by their targets (Casters only), either weakening them, increasing their cost, or making them fail. This defilement has a chance to backfire, duplicating a negative spell effect on the unlucky Goblins. (activated ability)

Evil Eye Abilities
Evil Eye

The Bloodeyed Cyclops will use his eye to smite his foes with a powerful beam, decreasing their Luck by 3. This beam can penetrate over two tiles, so that it can go through a small creature and hit the one behind it, damaging them both in the process.

Swift Attack Abilities
Swift Attack

This creature can't be counterattacked by the enemies who are under the effect of Slow spell.

Fierce Retaliation Abilities
Fierce Retaliation

The creatures inflicts double its normal damage in retaliation.

Fright Aura Abilities
Fright Aura

All enemies positioned on tiles adjacent to this creature get their morale reduced by -3 (doesn't affect creatures whose morale is always neutral).

Hexing Attack Abilities
Hexing Attack

After a successful attack, the target creature also suffers the effect of one of the following damnations: Weakness, Slow, Suffering and Vulnerability. All the effects are equal to those of Expert-level spells.

Immune to Blind Abilities
Immune to Blind

This creature cannot be blinded.

Lightning Breath Abilities
Lightning Breath

This creature deals damage on all enemies that stand near its target, the damage dealt by such an attack is shared equally between the targets.

Order of the Chief Abilities
Order of the Chief

This creature can hasten the chosen friendly unit's turn, while dealing damage on them (activated ability).

Commanding Presence

This creature increases all the neighboring friendly stacks' Initiative by +1.

Scavenger Abilities
Scavenger

This creature can restore it's health and even their numbers by devouring the enemy corpses lying on the battlefield within its movement range (activated ability).

Set Snares Abilities
Set Snares

This creature can set a snare, invisible to the enemy, on the battlefield. When an enemy falls into the snare, it has a chance to lose some of its original movement range or even come to a halt. If the snare misfires, the Initiative of the creature that has set it will be zeroed (activated ability).

Taunt Abilities
Taunt

This creature has a chance of distracting the enemy's attack, directed initially against another friendly stack in its neighborhood, to itself.

Treachery Abilities
Treachery

When the number of these creatures falls below 30 percent of their original numbers, they change sides.

Venom Abilities
Venom

Attacking the enemy, this creature poisons it. The venom's effect lasts for three more turns, dealing damage on the target on each of its turns.